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Ziel
By Fordscorpio2, with 5 replies.
Last reply by Fordscorpio2, over 11 years ago:
greengo : Yes your second idea is right:D
Piepton hört nicht auf
By Fordscorpio2, with 6 replies.
Last reply by Fordscorpio2, over 11 years ago:
ausserdem geht es da nur um das bild, und nicht um den ton
Firing
By Hawx_, with 23 replies.
Last reply by JetLennit, over 11 years ago:
Duh! I was thinking something else.... sorry about that!
HitCounter
By Hawx_, with 3 replies.
Last reply by danpost, over 11 years ago:
You should make it like below if you want 5 hits before game over <Code Omitted>Also, you may want to remove any intersecting DarkPlasma or one may end up registered as multiple hits on your player.
I cant do a Menu to my game.
By Miikku, with 1 reply.
Replied to by danpost, over 11 years ago:
Are you using a separate world class for your menu? If so, while the scenario is stopped, right-click on the icon of your menu world and select the 'new Menu()' option. Once done, the Menu world will be instantiated first.
Game for IT Class
By d4|\|i31, with 2 replies.
Last reply by Hawx_, over 11 years ago:
repost this
Greenfoot Other Than Computer
By JetLennit, with 14 replies.
Last reply by JetLennit, over 11 years ago:
Yeah, first I need enough money anyway =)
AI
By Hawx_, with 5 replies.
Last reply by Kartoffelbrot, over 11 years ago:
<Code Omitted>and then write into darkPlasma <Code Omitted>
HELP ME PLEASE
By I.AM.A.LION<ROAR>, with 2 replies.
Last reply by I.AM.A.LION<ROAR>, over 11 years ago:
Thankyou:)
Volume Control
By SP00F3R, with no replies.
Problem now fixed!
I'm looking to use the switch in Michael's Simple GUI Toolkit to toggle between mute and unmute and I'm having trouble implementing this and was wondering if someone could help me out. The sound is a gun sound and a game over sound thats played on death. I have tried this: http://www.greenfoot.org/topics/find/20049#post_20049 And looked at this: http://www.greenfoot.org/scenarios/7592 But my needs have slightly changed. Thanks. Edit - Is there a way of doing 'if X is CONDITION then sound is 0 else sound is 100' or along those lines to control the volume that sound fx in greenfoot plays.
Need help on collision detection.
By Laurynas281, with 10 replies.
Last reply by cellostar47, over 11 years ago:
I know why: public void act() is only recognized if public class Dog extends Actor do this: <Code Omitted>
Help creating a menu and dialogue box please
By FlyGirl95, with 1 reply.
Replied to by bourne, over 11 years ago:
There's lots of examples of game menus found on the site. Just need an Actor with an appropriate image that listens for mouse clicks which invokes starting the game / showing credits etc. I had a dialogue sort of box in my card game: http://www.greenfoot.org/scenarios/8259 That (a Listbox or a TextBox or any sort of Buttons) can be used from: http://www.greenfoot.org/scenarios/7578
An animation function ?
By Solringolt, with 37 replies.
Last reply by danpost, over 11 years ago:
Then, change line 37 of the Enemy class to <Code Omitted>
how do you make a scrolling screen
By Grizzly, with 1 reply.
Replied to by danpost, over 11 years ago:
What all will be involved in your scenario? First, there are many ways to scroll. Universal, vertical, side, uni-directional (up only, down only, left only, or right only). Then, there is limited or infinite scrolling. Then, are you using a grid-world or pixel-sized cells? Do you want your image to repeat side-to-side and/or top-to-bottom? or just have an over-sized image for the window to scroll over?
Does anyone know how to make something slow down if it touches a certain area?
By Jimmy.N, with 3 replies.
Last reply by danpost, over 11 years ago:
Kartoffelbrot's code would work best if your actor moves faster than 1 pixel per move. My code would work best if your actor is moving only 1 pixel per move already. If you want more range at speeds slower than one pixel per move (other than 1/2, 1/3, 1/4, 1/5 speed, etc), you will have to use instance double fields to track your actors x and y locations, adjust them programmatically and move your actor accordingly using (int)x and (int)y.
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